Author Topic: Change Log for v7.00 Discussion  (Read 38842 times)

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Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #75 on: February 25, 2015, 11:36:24 PM »
If TN active sensors work by gravitational disturbance then you would assume that mass effects the amount of disturbance, and hence the footprint that shows up on the sensor, I'll assume that cross section refers to that. Though footprint might make more sensem I like the term cross section more.
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Offline Jorgen_CAB

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Re: Change Log for v6.50 Discussion
« Reply #76 on: February 26, 2015, 02:51:05 AM »
To be honest I don't care that much whichever way it is... but since a ships speed is directly proportional to the engines power and mass I would assume that scanners searches for mass rather than volume. It also seem more realistic that scanners and communication work with infinite speed when measuring or manipulating mass rather than detecting the volume of an object.

You can probably come up with any technobable whichever way you want though... ;)
 

Offline Paul M

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Re: Change Log for v6.50 Discussion
« Reply #77 on: February 26, 2015, 04:20:26 AM »
The ships speed is proportional to the HS of the ship not the "mass" of the ship.  The size of the ship determines it speed.  A 100 HS ship with x engine power moves at speed whatever.  Mass doesn't come into play until you take 1 HS = 50 tonnes.  And will 1 HS = 50 tonnes all the time, unlikely.  Since 1 HS of fuel storage isn't going to mass the same as 1 HS of reactor.

BUT my point was not about the technobabble, people here seem to think microwaves can go through metal for crying out loud.  Gravity is not faster than light last time I checked as another point.  My point was that you can't make any sort of sensible comparison between say the "mass" of an Aurora fighter and a modern jet/spaceshuttle/APC/PT boat or whatever.  You are comparing something that is determined by a convention to something that is determined by M = V*D. 
 

Offline Jorgen_CAB

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Re: Change Log for v6.50 Discussion
« Reply #78 on: February 26, 2015, 09:18:18 AM »
Ok, what I meant was that it is more logical for engine power to be RELATED to a ships mass than its volume or size. Therefore my take on it that the mass of the ship is correct but the volume can vary.

One good example might be the hangar that has a mass of 1050 tonnes and and can store up to 1000 tonnes of craft. I take it that it literally means 1000t of craft but most craft stored need extra space for service and such and so these craft are much more compact in their design to fit into that area and 1050 tonnes of hangar can be pretty huge. But then you get in trouble when you figure out how much armour a ship has because that is also calculated on the ships HS so in any way you twist and turn it can never be right.

My comment on gravity was in relation to how you can sense it. The game mechanic act as if sensors and communications are instant and that was only what I meant by feeling the gravitation of mass in an instant as a future technology versus sending out a pulse to scan a body of volume.

And as I said... you can view it any way you wish... I doubt there is a correct way of viewing it. Engine power might represent an energy field surrounding or warping space around the ship which might have more to do with its size than mass, you can make it mean pretty much anything.  ;)

As far as I know and if I remember correctly HS is neither Mass or Volume according to Steve. It is something in between, a way to fit the pieces in to the puzzle so to speak.

Personally I would prefer if all equipment had both a mass and volume trait instead of HS. In this way a ships size versus mass could give ships different traits. Such as smaller ship being able to handle faster speeds better becasue they will not tend to break appart when applying thrusters to turn around or simply accelerate (if that is what they do). There could also be benefits and drawbacks of size versus weight ratio on ships.
« Last Edit: February 26, 2015, 09:29:41 AM by Jorgen_CAB »
 

Offline Vandermeer

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Re: Change Log for v6.50 Discussion
« Reply #79 on: February 26, 2015, 10:44:01 PM »
I cannot wait for the new update *hibbel*. Was dreaming so long for enemies to have carriers, and now, out of the blue, it suddenly becomes reality, and all that together with a bunch of other really gameplay improving measures. 6.5 should be 7 maybe. 8)
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Offline Shuul

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Re: Change Log for v6.50 Discussion
« Reply #80 on: March 12, 2015, 07:12:10 PM »
Hey, is there any ETA on this? I love the changes, actually, game slowdown caused by NPRs and no enemy fighters were ones of the major flaws for me, now as it is being fixed ill have some good time with it.  :)
Thank you Steve for this gem.
 

Offline Rich.h

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Re: Change Log for v6.50 Discussion
« Reply #81 on: April 06, 2015, 05:05:59 AM »
Just curious if 6.5 will be a database change or will it be compatible with current saves?
 

Offline MarcAFK

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Re: Change Log for v6.50 Discussion
« Reply #82 on: April 06, 2015, 05:36:39 AM »
I imagine for carriers there would be significant AI changes.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #83 on: April 06, 2015, 05:44:42 AM »
Just curious if 6.5 will be a database change or will it be compatible with current saves?

This will be a database change, so current saves will not be compatible.
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #84 on: April 06, 2015, 05:46:09 AM »
Hey, is there any ETA on this? I love the changes, actually, game slowdown caused by NPRs and no enemy fighters were ones of the major flaws for me, now as it is being fixed ill have some good time with it.  :)
Thank you Steve for this gem.

No date yet. I don't have as much time as I used to (and we just moved house :) ) so it depends on how much free time I can find to devote to Aurora. Also, I am still testing the carrier changes.
 

Offline Shuul

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Re: Change Log for v6.50 Discussion
« Reply #85 on: May 24, 2015, 04:17:26 PM »
Quote from: Steve Walmsley link=topic=7258. msg79188#msg79188 date=1428317169
No date yet.  I don't have as much time as I used to (and we just moved house :) ) so it depends on how much free time I can find to devote to Aurora.  Also, I am still testing the carrier changes.

Just wondering how testing are going, do AI really use carriers as intended?
And, if by any means something has changed, no ETA yet?  :) (I just cant describe how itchy it is not to start new campaign before new version  :P )
 

Offline Steve Walmsley

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Re: Change Log for v6.50 Discussion
« Reply #86 on: May 27, 2015, 11:56:14 AM »
Just wondering how testing are going, do AI really use carriers as intended?
And, if by any means something has changed, no ETA yet?  :) (I just cant describe how itchy it is not to start new campaign before new version  :P )

There were some problem initially but I 'think' I have sorted them out. I've been very busy last few weeks (and will be for the next few as well) but I am about ready to post another Rigellian update. After that, I'll take a look at creating a new version. It's actually the NPR sensor changes that are not yet tested properly. I don't like to give ETAs because they are always wrong. Real life has a way of interfering with my best intentions :)
 

Offline Panopticon

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Re: Change Log for v6.50 Discussion
« Reply #87 on: May 27, 2015, 06:31:01 PM »
Here's hoping, I hunger for the new features.
 

Offline Shuul

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Re: Change Log for v6.50 Discussion
« Reply #88 on: May 31, 2015, 05:08:07 PM »
Hey, can I suggest to make one addition - I almost always use Particle cannons as my main weapon, can we have a spinal mount for it?
If spinal mount for lasers makes focal size larger, maybe we can increase Particale beam range as well in that manner? like we will be able to reach maximum distance with it, as we currently cant.
 

Offline papent

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Re: Change Log for v6.50 Discussion
« Reply #89 on: June 02, 2015, 11:01:25 PM »
Hey, can I suggest to make one addition - I almost always use Particle cannons as my main weapon, can we have a spinal mount for it?
If spinal mount for lasers makes focal size larger, maybe we can increase Particale beam range as well in that manner? like we will be able to reach maximum distance with it, as we currently cant.

I second this with one difference: All beam weapons should have options for Spinal mounts, reduced sizes, and turret.
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